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DungeonShooting / DungeonShooting_Godot / resource / material / Blend.gdshader
@小李xl 小李xl on 2 Jul 2023 1 KB 添加物体描边功能
  1. shader_type canvas_item;
  2.  
  3. //混合颜色
  4. uniform vec4 blend : source_color = vec4(1.0, 1.0, 1.0, 1.0);
  5. //混合度
  6. uniform float schedule : hint_range(0.0, 1.0) = 0.0;
  7. //透明度
  8. uniform float alpha : hint_range(0.0, 1.0) = 1.0;
  9.  
  10. //------------------ 轮廓相关 --------------
  11. uniform bool show_outline = true;
  12. //轮廓颜色
  13. uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
  14. //是否是彩虹轮廓
  15. uniform bool outline_rainbow = false;
  16. //彩虹轮廓变化周期
  17. const float frequency = 0.25;
  18. const float light_offset = 0.5;
  19.  
  20. void fragment() {
  21. //显示轮廓
  22. if (show_outline) {
  23. vec2 size = TEXTURE_PIXEL_SIZE;
  24. float outline;
  25. outline = texture(TEXTURE, UV + vec2(-size.x, 0)).a;
  26. outline += texture(TEXTURE, UV + vec2(0, size.y)).a;
  27. outline += texture(TEXTURE, UV + vec2(size.x, 0)).a;
  28. outline += texture(TEXTURE, UV + vec2(0, -size.y)).a;
  29. outline = min(outline, 1.0);
  30. vec4 animated_line_color = vec4(
  31. light_offset + sin(2.0 * 3.14 * frequency * TIME),
  32. light_offset + sin(2.0 * 3.14 * frequency * TIME + radians(120.0)),
  33. light_offset + sin(2.0 * 3.14 * frequency * TIME + radians(240.0)),
  34. 1.0
  35. );
  36. vec4 color = texture(TEXTURE, UV);
  37. if (outline_rainbow){
  38. COLOR = mix(color, animated_line_color, outline - color.a);
  39. } else {
  40. COLOR = mix(color, outline_color , outline - color.a);
  41. }
  42. }
  43. vec4 col = mix(COLOR, blend, schedule);
  44. col = mix(vec4(0.0, 0.0, 0.0, 0.0), col, COLOR.a);
  45. col.a *= alpha;
  46. COLOR = col;
  47. }